Updated README
parent
83cc9b8092
commit
50dec32bda
13
README.md
13
README.md
|
@ -28,13 +28,13 @@ Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bi
|
|||
|
||||
Building cpp_bindings
|
||||
```
|
||||
$ scons p=linux
|
||||
$ scons godotbinpath="../godot_fork/bin/" headers="../godot_headers/" p=linux generate_bindings=yes
|
||||
```
|
||||
resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
|
||||
|
||||
Note:
|
||||
Using `generate_bindings=yes` you can generate `godot_api.json` (Godot API)
|
||||
Use `use_llvm=yes` to use clang++.
|
||||
**Note:**
|
||||
> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
|
||||
> Include `use_llvm=yes` for using clang++
|
||||
|
||||
Copy binding libraries into the `SimpleLibrary/lib` folder
|
||||
```
|
||||
|
@ -84,6 +84,9 @@ public:
|
|||
* export var _name = "SimpleClass"
|
||||
**/
|
||||
register_property((char *)"base/name", &SimpleClass::_name, String("SimpleClass"));
|
||||
|
||||
/** For registering signal **/
|
||||
// register_signal<SimpleClass>("signal_name");
|
||||
}
|
||||
|
||||
String _name;
|
||||
|
@ -108,7 +111,7 @@ NATIVESCRIPT_INIT() {
|
|||
# Compiling
|
||||
```
|
||||
$ cd ..
|
||||
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers -Icpp_bindings/include/
|
||||
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
|
||||
$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
|
||||
```
|
||||
This creates the file `libtest.so` in your `SimpleLibrary/lib` directory. For windows you need to find out what compiler flags need to be used.
|
||||
|
|
Loading…
Reference in New Issue